We’re excited to release our 6th major Update. This one is heavily fan-focused. We have revamped and improved the homebase, introducing one of the most player-requested features: a place to try out your weapons!
New Homebase
Our latest update will bring some fresh air into your homebase. We've added a whole shooting range section with tons of small utility options and weapon racks to help you keep track of what weapons you've already found and how much you've used them. Here is a list of all the new features in the homebase:
Shooting Range
Enemy Spawner: Test out your weapons on your favorite mean robot
Weapon Spawner: Try out all the weapons you’ve unlocked and which ones you are still missing
Shooting Minigame: Test out your skills
Leaderboard Trophies
Achievement Trophies
This is our first major improvement to the homebase but it won’t be the last. We still have many ideas to explore (more minigames?). We look forward to your feedback on the homebase itself but also the weapons and how they feel. With each update we continue to improve, balance and refine our weapons.
Make sure to also check out our trailer about the new homebase:
New Level Content
We’ve been working on new level content for a while. We were hoping to make it a part of today’s update, but the scope of the new area became too large. We will keep working on it and make sure it’s working smoothly before releasing it. It will now form the core of Update 7. This next update is tentatively scheduled for release in July.
In the meantime for this update, we’ve continued to update existing rooms in the Mines with new variations and randomizations. Finally, here’s a small sneak peek of the upcoming area for Update 7:
Improvements and Fixes
Since our last update we've continued to tackle player-reported bugs one after the other and made many other improvements to the game. Here is a list of all the major new features and bug fixes:
Reworked the homebase with new rooms and unlockables
Updated the spread of shotgun type weapons to be more precise at longer ranges
Fixed level geometry issues and adjusted some room layouts
Updated the Burstfire Handgun Model
Added ramps to better transition between rooms
Adjusted the sniper rifle scope
Fixed a bug with impassable broken walls
Fixed a bug with levels generating broken layouts
Updated the grenadier class description
Fixed bugs with sticky grenades being stuck to the player
Fixed a bug with the industrial level music not playing correctly
Adjusted the size of health kits when holstered
Adjusted the height of the palettes in the final boss arena
Fixed a few chips that had broken translations
Fixed a bug where explosions would sometimes push you through walls
The death screen now properly credits “falling” as cause of death when falling down the level elevator shaft
Fixed a bug with gears that could not be picked up properly
Fixed a bug where the industrial area would sometimes not load properly when playing as sniper
Fixed a bug where the cluster grenade would not count towards grenadier class progression
Fixed an issue with text not being portrayed properly on the scoreboard
Fixed a bug with the tooltip from a fuel cell popping up while the fuel cell was in your inventory
We hope you enjoy the latest update and are always happy to hear your feedback. As always, you can find our roadmap here.
Cheers, Salmi Games
Update 5.2 - Fixes, Improvements, Performance
Hello friends,
We're back with a second patch for Update 5 to address a few more issues. This patch addresses:
Invisible wall issue
Improved sniper aim
Slow-Motion Handgun issue
Rare performance and audio issue in certain levels
Leaderboard issues
Thank you all for playing the game and helping us to continue to make it better. Have fun shooting robots!
Update 5 - Small Hotfix
Hello friends,
Thank you for all the incredible feedback the past few days. We have just released a small update addressing a couple urgent issues:
Fixed issues with occasional missing room geometry
Sticky grenade no longer sticks to your hand when you shoot it
We're hard at work on further updates, so please stay tuned!
Update 5.0 Is Now Live!
Hi friends,
Update 5 has gone live! This Update includes two major new classes to the game, as well as a range of animation overhauls, bug fixes, new weapons and more!
New Classes
Grenadier
An expert in things that go boom, the Grenadier class focuses on dealing enhanced explosive damage. The chip upgrades and class unlocks revolve around both damage dealt and received by explosives.
Lunatic
An absolute maniac, the Lunatic is essentially a rebel whose ferociousness and unpredictability has led the robots to mark them as a high priority target. Lunatic runs will pose a significantly greater challenge. If you’re feeling a bit unhinged and would like to test your mettle, this is the class for you.
New Weapons
Sawed-Off Shotgun
A single-handed compact shotgun perfect for tight spots.
Tier 1 Grenade Launcher
A single-handed, single-shot grenade launcher. Spawns on lower-level enemies.
New Animations
We reworked almost every weapon with improved hand positioning, new firing and reload animations. Actions now slide back and forth, cylindrical magazines now rotate, lights on the weapon flash up, triggers are finally interactive.
Massive Cleanup
We’ve also focused a lot of efforts on cleanups and improvements of our core systems. Our inventory and object tracking is a lot more robust. We’ve fixed many smaller quality of life issues. We also reworked how our levels and rooms are loaded to minimize load time while reducing memory usage.
This investment allows us to be even more efficient moving forward on further development of the game.
We’re Actively Updating
This is our fifth major update since launch. We’re committed to updating the game often, listening to the community for feedback and striving to create the best possible experience.
For a full list of bug fixes and improvements, check out our release notes attached below.
We continue to actively monitor any and all player feedback, allowing us to stay reflective and consider suggestions that could enhance everyone's experience! You can check out our roadmap here!
Thanks For Your Support!
Lastly, if you picked up Sweet Surrender, consider leaving us a review on your preferred platform! Reviews really help in getting us noticed by store algorithms, which will greatly increase our visibility. We are still an indie studio, and we would like to keep working on Sweet Surrender so that we can add all the cool ideas we have planned!
We want to thank each and every one of you for supporting us by picking up Sweet Surrender. It was a super fun release, and we are keenly looking forward to releasing further updates.
Special thanks to our Discord community, beta testers and reviewers who have given us wonderful feedback. It’s riveting to see the game grow! If you would like to join our Discord, just click this link!
Thanks, and have fun!
Salmi Games
Bug Fixes
Fixed flying out of bounds issue
Fixed some performance issues
Fixed walkable steep slopes in slums
Fixed minor visual issues in rooms
Fixed laser sight issues
Fixed final boss falling downwards on getting stunned
Improvements
Improved accuracy and reload on shotguns, removed ammunition count on manual shotguns
Added magazine displays on weapons
Added finger trigger animation to all weapons
Allow reloading by aiming upwards
Sniper aiming down the sight is made easier, removed laser pointer on default sniper
Added one-handed grenade launcher
Added start note to provide a better introduction to the world
Added slow-motion chip on dealing critical damage
Added new Explosives chip class
Reduced loading times
Added Grenadier class
Added Lunatic class
Added animations to all pistols, machine guns and shotguns
Added ProTubeVR support
Improved accuracy for machine guns on single shots
Improved aiming on assisted handgun
Reworked hand poses for weapons
Grenade launcher now has a magazine of 6 grenades
Added experimental cluster grenade
Improved performance
Split up options for joystick movement (left/right) and map (left/right)
Fixed slight jitter issue on elevator
Leaderboard results are now centered around the user
Update 5 Beta 2.0
Hello everyone,
We're back with another Beta preview of our next Update! Thank you again to our wonderful player base who have provided us with continued invaluable feedback and support. Our dialogue with players is greatly enhancing our perception of the game, and we're receiving some wonderful suggestions for what to add next!
New Beta build
Update 5 will be arriving on March 10th! We are in the final stages of preparation, fixing bugs and polishing. This update will introduce several major features to the game, including two new classes to unlock, performance improvements and a whole range of animation enhancements. If you would like to help us test these new features out for the final release or simply get a preview, hop on into the Beta! We really appreciate any and all feedback. In order to communicate directly with us for bug reports or feature suggestions, consider joining our Discord server!
To gain access to the Beta chat channels, register yourself as a Beta tester in the #welcome channel!
Access the Beta
The beta is publicly available and everyone can opt in by right clicking Sweet Surrender in your library, selecting properties and then Betas. There you can click the blue arrow and select the "Beta Branch" from the drop down list. You can always return to the main branch whenever you would like.
Improvements
Improved pump action
Added magazine displays on weapons
Added finger trigger animation to all weapons
Allow reloading by aiming upwards
Sniper aiming down the sight is made easier, removed laser pointer on default sniper
Added one-handed grenade launcher
Added start note to provide a better introduction to the world
Added slow-motion chip on dealing critical damage
Added new Explosives chip class
Reduced loading times
Added grenadier class
Added lunatic class
Added animations to all pistols, machine guns and shotguns
Added ProTubeVR support
Bug Fixes
Fixed flying out of bounds issue
Fixed some performance issues
Fixed walkable steep slopes in slums
Fixed minor visual issues in rooms
Thank you for playing!
Celebrating Games Made in Germany!
Hello all!
To celebrate the Games Germany Steam Event, we've put Sweet Surrender on sale!
As some of you may know, we are based in Munich, Germany. Salmi Games started out operations from a colleague's living room, where our first game Ellipsis was developed, marketed and released. While the living room had comfy couches, it wasn't an ideal long term setup, so for the development of Late For Work (and late development for GrowRilla), we got ourselves a modest office near the Munich East train station.
A big turn came for our studio when we secured funding from the federal government as part of an investment initiative focusing on German game development. This funding allowed our studio to expand its team and to work full time on our then-upcoming VR title, Sweet Surrender!
We are happy to be developing in Munich, a vibrant city which presents certain financial challenges to a small Indie studio. We have some wonderful local neighbour developers such as Mimimi Games, Realmforge Studios and DU&I, as well as all of our fellow German developers across the country!
To commemorate this, we are participating in this Steam event, where both Sweet Surrender and Late For Work are now at a discount! Enjoy!
Thank you,
Salmi Games
Update 5 Beta Preview (aka Festive Beta Build)
Hi friends,
Thanks a lot for your positive feedback on our last update, we hope you enjoy it as much as we do.
A Big Thank You
As we approach the Christmas holidays we wanted to say a big thanks to all of you for supporting our game and allowing us to keep improving on it!
Your feedback has been extremely valuable as you have made great suggestions, found bugs that even professional QA teams missed and you encouraged us to add new classes and upgrades which we enjoy more than we could imagine!
Finally, we received great news yesterday: we have been nominated for "Best PC VR game" on UploadVR (https://uploadvr.com/best-vr-of-2021-awards-nominees/) and we can honestly say that we wouldn't have been nominated without all your support and help.
New Beta Build
Right after releasing the Classes Update we have focused hard on weapon handling, reworking a ton of models to improve aiming, adding animations and polishing the visuals. We want to make sure that this update improves the weapon feel for everyone so we decided to run a slightly longer beta on this update before setting it live. We are looking forward to your feedback and would like you to invite you to our discord if you haven’t joined yet: https://discord.com/invite/salmigames
The beta is publicly available and everyone can opt in by right clicking the app -> settings -> betas and then choosing “beta - Beta Branch”. You can always go back to the live branch as well.
[h1Improvements and Fixes]
Added animations to all pistols, machine guns and shotguns
Improved accuracy and reload on shotguns, removed ammunition count on manual shotguns
Improved accuracy for machine guns on single shots
Improved aiming on assisted handgun
Reworked hand poses for weapons
Grenade launcher now has a magazine of 6 grenades
Added experimental cluster grenade
Improved performance
Split up options for joystick movement (left/right) and map (left/right)
Fixed slight jitter issue on elevator
Fixed laser sight issues
Fixed final boss falling downwards on getting stunned
Leaderboard results are now centered around the user
Finally, please understand that beta builds can have minor issues and bugs. We will also try to be as reactive as possible over Christmas but with most of the company on holiday we may be a bit slower in responding.
Update 4: Upgradeable Player Classes!
Hi friends,
Update 4 has gone live! This update includes:
Run-to-run progression: The First Unlockable starter classes including unlockable starter upgrades
New upgrade chips
New room variations in Mines
90 Hz support for Oculus Quest 2
Adding full body suit haptics support
Polishing early game experience
Features new hand models for specific classes
Features improved hand poses
This is our first large content update that introduces run-to-run progression. This feature has been requested multiple times by many fans, and we heard you all loud and clear!
Unlockable starter classes
Players, upon reaching certain stat thresholds or completing challenges, will now unlock starter classes that you can choose whenever you start a new run. Selecting a class will spawn you into the world with a class-specific loadout. For example if you choose the Sniper class you will spawn in with a rifle and marksman related upgrade chips. When you play as a class, you will also unlock upgrades for that class as you progress through the game! These unlocks are permanent, so you will always have them for future runs.
This is the first major step in the direction of progression in Sweet Surrender, and we are confident that the addition of these classes will enhance replayability and allow players to indulge in their preferred play styles.
New Level Content
Since launch, the Mines district has grown by 30% in new playable content. This number is even larger when taking into consideration our improved level generation and sub-room variations.
Now that our tools are robust, it’s fun just cranking out new rooms. Expect more.
New Upgrades
In this update we’ve included 2 new healing chip families, including healing stim amplification and healing upon gear pickup. This is in addition to the recently added Trickshot and Thorn chips. Have you tried combining a High capacity and Blaster chip? It’ll clear a room like nothing else, just don’t blow yourself up!
Needless to say, we will keep adding new upgrades. No new weapons in this update, but stay tuned...you won’t be disappointed.
We’re Actively Updating
This is our fourth major update since launch. We’re committed to updating the game often, listening to the community for feedback and striving to create the best possible experience.
For a full list of bug fixes and improvements, check out our release notes attached below.
We continue to actively monitor any and all player feedback, allowing us to stay reflective and consider suggestions that could enhance everyone's experience! You can check out our roadmap here!
Lastly, if you picked up Sweet Surrender, consider leaving us a review on your preferred platform! Reviews really help in getting us noticed by store algorithms, which will greatly increase our visibility. We are still an indie studio, and we would like to keep working on Sweet Surrender so that we can add all the cool ideas we have planned!
We want to thank each and every one of you for supporting us by picking up Sweet Surrender. It was a super fun release, and we are keenly looking forward to releasing further updates.
Special thanks to our Discord community, beta testers and reviewers who have given us wonderful feedback. It’s riveting to see the game grow! If you would like to join our Discord, just click this link!
Thanks, and have fun!
Salmi Games
Bug Fixes
Pointing hands down to reload no longer stops your movement with hand based directions turned on
Security bots getting trapped in the Modern City
Swapping weapon from left to right hand via grip release no longer lets weapon be fired from initial hand
It is once again possible to damage undeployed turrets
Fixed wrench angle
Folded turrets can now be damaged by weaponry
Fixed bug which caused final boss room lift to spawn in the first Modern City room
Update 3: Short but Sweet!
Hi friends,
The third major Update for Sweet Surrender is now live! An oft-requested feature, players can finally adjust their gun aim angle. We’ve improved our leaderboards to make them clearer. We’ve also added a lot more new room and level variations in the Mines District, increasing the uniqueness of each run. Finally, we’ve ironed out plenty of bugs and issues thanks to the tremendous amount of feedback received from our growing player base.
In early December, we will release our biggest update yet, focusing primarily on our biggest player request: run-to-run progression. Players will be able to unlock starting classes, upgrades and weapons and customize these to their playing style.
For a full list of bug fixes and improvements, check out our release notes attached below.
We want to thank each and every one of you for supporting us by picking up Sweet Surrender. It was a super fun release, and we are keenly looking forward to releasing further updates. You can check out our roadmap here!
We also want to thank both our Discord community and reviewers who have helped us identify all of these issues. It’s riveting to see the game grow! If you would like to join our Discord, just click this link!
Thanks, and have fun!
Salmi Games
Bug Fixes
Fixed some rooms in the Slums which had missing wall assets
Fixed issue with disappearing fuel cells
Fixed a bug with explosive rounds that caused issues with fire rate
Mine boss bot will now engage if you attack any unit in the room
Enemies can no longer spawn in closed off areas in the Slums
Radar Jammer chips should now be positioned correctly in crates and on wrists
Laser mines no longer trigger despite avoiding laser beam
Fixed collision issues in the Slums
Security turrets no longer float
Improvements
Added option to adjust gun angles
Added more room variations
Reworked drop rates for supply crates
Improved leaderboard
Guardian Bot battery explosion now deals less damage to the player
Fuel cells should now spawn normally again
In Daily run, latest run will appear at the top of the scoreboard
Improved shotgun pump action and added reload on pumping